I am facing texture loss, delayed rendering and the textures disappearing and returning to vanilla textures unless i am real close... Is there a particular order for these mods on lml? Performance is fine and the textures look good but its like the draw distance is extremely short for some reason, at least in saint danis.
Specs:
Ryzen 7 9800x3d Rtx 5090 32gb 6200MT RAM T705 SSD 8k resolution Ultra and high settings (no fsr or dlss)
Real nice mod instantly saw a difference, although I have a question, is it supposed to use every single bit of VRAM? I have 16GB VRAM it doesn't stutter but its the first game I've ever seen hit this amount after like 30 mins of free roam?
Really depends on your settings but I have never seen that much usage. It ran 2k max with under 8gb usage for me before. I currently have 12gb card haven't tested on this one though.
Is anyone else having the problem when transferring the tto main over to the lml folder and all of a sudden "scarlet1.ytd" cant be copied over to it? Di i do something wrong? Please help. It gives me error code 0x80004005 if that helps
For all of you—the mod is not the issue, and there’s no problem with the spawns. You’ve likely downloaded a poorly made config and further messed it up yourselves. The configs here are so bad that even the vanilla config performs better
Now, I will explain what happens with these configuration files. For instance, I recently came across a configuration where the pedmemorymultiplier was set to 3000, whereas the original value was 500 (note that this configuration was not directly related to NPCs). First, let me add that the game, or rather the memory pools, are typically configured with an additional 15-20% overhead to allow for some breathing room. This is a common practice in software engineering to ensure that systems have enough resources to handle peak loads without crashing or experiencing significant performance degradation. Second, I imagine that to increase the pool from 500 to 3000, you would need to upscale npc to 8k—since this pool is allocated per NPC, not for all NPCs collectively. This brings me to a critical point: there is a hidden, predefined space within the game’s architecture that is designed to store a certain number of NPCs. For example, this space might be optimized to handle around 150 NPCs with a pool size of 500. Now, if you configure the game to allocate a pool of 3000 for a single NPC, and then spawn, say, 70 NPCs, the game will start to struggle. This is because the allocated memory space is being stretched beyond its intended capacity, leading to performance bottlenecks. The same logic applies to pools for animals or other entities. Moreover, there’s another layer to this. Many players increase the size of various pools like thdstore dwdstore , and similar configurations. Most people assume that these pools represent physical memory space, but in reality, they are more akin to dictionaries or story containers—data structures that store information about the game world. When players increase these pools, they often fail to account for the fact that these structures need to be "fed" or properly managed. For example, if you increase the size of a txdstore pool, you’re essentially telling the game, "Hey, I’ve allocated space for 2x the amount of data." However, if you don’t know how to properly populate or manage this space, the game will respond by saying, "Okay, I’ll keep in mind that you’ve reserved space for twice as many dictionary entries, but I’ll only use the vanilla amount unless you specify otherwise." This is where things get problematic. Many players write zeros, effectively occupying space without providing the necessary resources to manage it. This leads to a situation where the game’s memory is over-allocated but underutilized, leaving little room for other critical tasks. As a result, the game’s performance suffers, and players experience lag, crashes, spawns or other issues.
748 comments
Performance is fine and the textures look good but its like the draw distance is extremely short for some reason, at least in saint danis.
Specs:
Ryzen 7 9800x3d
Rtx 5090
32gb 6200MT RAM
T705 SSD
8k resolution
Ultra and high settings (no fsr or dlss)
I currently have 12gb card haven't tested on this one though.
Mod broken
Crime and Law Rebalance and Enhancement
Ped Damage Overhaul
BloodLust
Smoking Complete
Gun Tricks
No Bounty When Masked
Xtreme Grass - Enhanced Grass and Foliage Density
Cut Dialogue Restoration and Enhancement
Snappy UI (QoL)
'
For all of you—the mod is not the issue, and there’s no problem with the spawns. You’ve likely downloaded a poorly made config and further messed it up yourselves. The configs here are so bad that even the vanilla config performs better
Now, I will explain what happens with these configuration files. For instance, I recently came across a configuration where the pedmemorymultiplier was set to 3000, whereas the original value was 500 (note that this configuration was not directly related to NPCs).
First, let me add that the game, or rather the memory pools, are typically configured with an additional 15-20% overhead to allow for some breathing room. This is a common practice in software engineering to ensure that systems have enough resources to handle peak loads without crashing or experiencing significant performance degradation.
Second, I imagine that to increase the pool from 500 to 3000, you would need to upscale npc to 8k—since this pool is allocated per NPC, not for all NPCs collectively. This brings me to a critical point: there is a hidden, predefined space within the game’s architecture that is designed to store a certain number of NPCs. For example, this space might be optimized to handle around 150 NPCs with a pool size of 500. Now, if you configure the game to allocate a pool of 3000 for a single NPC, and then spawn, say, 70 NPCs, the game will start to struggle. This is because the allocated memory space is being stretched beyond its intended capacity, leading to performance bottlenecks. The same logic applies to pools for animals or other entities.
Moreover, there’s another layer to this. Many players increase the size of various pools like thdstore dwdstore
, and similar configurations. Most people assume that these pools represent physical memory space, but in reality, they are more akin to dictionaries or story containers—data structures that store information about the game world. When players increase these pools, they often fail to account for the fact that these structures need to be "fed" or properly managed. For example, if you increase the size of a txdstore
pool, you’re essentially telling the game, "Hey, I’ve allocated space for 2x the amount of data." However, if you don’t know how to properly populate or manage this space, the game will respond by saying, "Okay, I’ll keep in mind that you’ve reserved space for twice as many dictionary entries, but I’ll only use the vanilla amount unless you specify otherwise."
This is where things get problematic. Many players write zeros, effectively occupying space without providing the necessary resources to manage it. This leads to a situation where the game’s memory is over-allocated but underutilized, leaving little room for other critical tasks. As a result, the game’s performance suffers, and players experience lag, crashes, spawns or other issues.